[RPG] Is the scope of the campaign too large

campaign-developmentdnd-4e

I am in the process of preparing a D&D 4e campaign, which will be my first trip as a GM. It is not taking place in any pre-made D&D setting, but is heavily inspired from the background I read in my Dungeon Master's Guide, along with the many other fantasies I have read in my life.

The general idea is the following:
Over two centuries after the collapse of the Great Empire, civilisation has barely begun to restore itself, and a new threat is rising. Savage hordes are lurking around the new kingdoms, growing bolder by the day, threatening to destroy once and for all the realms of men. The hordes, as the PCs will eventually discover, are led by this Orc mastermind whose goal is to make his race rise for barbarism into a new age of knowledge, where Orcs will be the center of civilisation, and humans a forgotten species downgraded to near animalistic state. The PCs will progressively discover this, and will eventually have to save the world, or side with the orcs if they want to, or really do anything relevant that they want to accomplish. In other words, my PCs, if they make it, will probably hold the fate of the world in their hands, to a certain extent.

But by giving it such huge proportions, I'm afraid to over-reach, create a campaign that is too heavy, and that will only difficultly integrate smaller details because of the shear size of it. On the other hand, I want to give my PCs a campaign that makes them feel like they have a purpose in that world.

How can I balance size with all of these other elements I mentioned in the previous paragraph? Should I really even get into such huge events?

Best Answer

Most campaigns don't reach their end

That's just the way it is. Doubly so for your first ever campaign. You might lose interest. So might your players. You might realize you don't know what to do with them anymore. Life might intervene. Things happen.

And that's ok. Fun would still have been had. Memories would still be formed. The world you create might become a place for a next campaign - or inspire you to make a new one. As banal as it sounds, you'll learn from your mistakes (and discover exciting ways to make different ones). Don't sweat it.

Here, then, is some general advice on running a lengthy campaign.

Break it up into acts

Knowing as you do it's likely to prematurely end, plan for that. Have several major acts that would provide some satisfying conclusion. 4e's tiers work well here, though it does depend on the pace of your game - how quickly the PCs will level.

Perhaps in the first act, the war with orcs is a straightforward affair - they invade human lands and defeating their force is the end goal. In the second act, paragon-tier PCs venture into orc lands instead, to discover how orcs have changed. They also witness humankind begin its downfall, and make a decision in the end on which side to favor. In the third act, epic-tier PCs engage with the mystical source of knowledge and civilization (God? Artefact?) and rewrite the nature of man and orc. At that point, mortal kings are beneath their concern, as they deal with cosmic forces themselves.

Don't save the cool things for later

Do you have an awesome idea? Use it now! Don't store it until the slightly more appropriate time two years from now. By then you'll either forget it, it'll become irrelevant, or you won't get there at all. Make each session fun, not a prelude for fun down the road.

Plot it out

You have an idea for what you want the campaign to be like. Use some of the tools developed by others to help you get there. 5x5 method or Dungeon World's fronts, for instance. It won't do you any good holding it all in your head - get it out on (virtual) paper.

Change it up

Those methods tend to say this, but it's worth repeating: if the game goes elsewhere - that's fine, too. Never be afraid to change your plans. Don't stick to the one true path.

Play the same game

This is what kills most campaigns - people play different games at the same table. Use The Same Page Tool to set common expectations. And always, always, always talk to your players.

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